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Inventing game modes?


Demigan

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Seeing that the game Orion (an indie game) finally had almost the same template as Renegade multiplayer. I was thinking of what kind of game modes Renegade-x could have, and most intriguingly, what completely new and original game-modes we could come up with, or a completely different take on original game-modes.

Hide 'n backstab:

This would be a Free-for-all gametype. A map, with layouts comparable more to UT3 then the open-spaced Renegade maps, and one SBH in it. The SBH has to run and hide from his opponents, and everyone else has to look for him and kill him.

Features:

-To prevent it to be boring, you can kill your competitors

-Killing your competitors straight up with a weapon will earn you negative points (traitor points)

-killing your competitors with a silenced pistol, without being seen (1 hit kills when you shoot in the back of someone's head with a silenced pistol), earns you points. If you are spotted by anyone (SBH not included) then you earn traitor points again.

-If the SBH survives for 10 minutes then he earns a shitload of points and the game ends. For each kill he makes he earns points regardless of how he kills someone. the time limit should be short to prevent too long waiting times.

-Everone can respawn just once (perhaps set it to 0 if you want really hectic games), except for the SBH who dies final the first time.

-Killing the SBH earns you a shitload of points and ends the game

-The person who has the most points after the SBH is killed or time limit is over, wins. So being the one to kill the SBH earns you a good chance to win the game. The SBH has a good chance to win the game if he survives the time limit.

This game mode would force people to be wary at all times. You don't want to be caught in the back, so you might end up watching your competitors more then looking out for the SBH.

Hijacker:

GDI has to guard a transport through an area. It's up to Nod to steal the transport.

This is a teamwork game through and through. GDI has to stick around the transport as it painstakingly drives from checkpoint to checkpoint. Nod has to coördinate an attack so someone, probably an SBH, has the time to hijack the transport and drive it to a destination on the map.

Features:

-The transport can be shot till it's dead. The team doing so loses. It's got harvester health. Movement speed could be higher. Speed could be adjusted by commands to allow infantry to keep up, or to force the transport to make a run for it.

-If the transport reaches 40% health, it will stop dead and need to be repaired before it can move on.

-GDI spawns at the last checkpoint the transport reached. If the transport reaches a checkpoint, it will stay there until anyone on GDI commands it to move forwards again.

-Optional routes for the transport to take could be thrown in to make the transport harder to find for Nod.

-Nod's spawnpoint changes along with the progress of the transport. Whenever it reaches a checkpoint, Nod get's a new spawnpoint.

-Spawnpoints can be used to buy new equipment.

-Some checkpoints are guarded. Some checkpoints do not offer only a limited amount of vehicles (only Hummers and APC's for instance)

-If the transport reaches it's destination, that team will win. No winning by points.

AI trouble:

More based on the Tiberium FPS. It could either be a mod, or a different take on team deathmatch. It's free for all, only everyone get's 3 AI's that cover you. You can earn points and buy extra bodyguards up to (whatever the engine would allow and the host set), either with hotkeys or with PT's if they are available in the map. You can give weapons and ammo to your bodyguards. How well they play depends on you. They shoot as well as your accuracy from the last 500 shots you shot while you had something in your sights (or just as good as the AI is set).

As a mod, this would allow people to run around with bodyguards. Allowing for team tactics with AI's. These AI's would be completely under your control, from commands to stay and defend while you do something else, to covering you, to walking the exact path you do so they can sneak in a base right behind you without giving you away. But it wouldn't impair the team as you cannot command the AI's from others.

The Debt:

The debt is either team deathmatch or FFA deathmatch. Instead of a maximum amount of kills or points, you have to earn a maximum of money. So buying higher level characters will actually be throwing your way to win away. What's worse is that someone who is better with lower class characters, will earn more points from you, while you earn less from him!

-Each kill, no matter what kind of character it was, should earn you a small bounty. Otherwise the difference between killing a basic soldier (3 points) and a 1000 credit character (around a 100 points depending on the weapon used) would be too great.

-Instead of using the old points system, an altered points system should be available for this gamemode. For instance, you earn 25% of what your enemy payed for his character as a bounty if you kill him. For free soldiers you earn 20 credits as a bounty. Hitting someone will earn you, if you deal 100% damage (without the 25% kill bounty with it) 25% of what he payed for it. So you can earn a total of 50% of what your enemy payed for his character. And a total of 30 points for a basic soldier.

As PT's might be hard to implement in a deathmatch (would have lots of oppertunist killers/refillers waiting around it), you can hit a hotkey which will bring you straight into the character buy screen. Armour, health and ammo have to be collected from dead enemy's and spawnpoints.

Give 'em your flag:

Instead of the old capture the flag system, why not have a flag in your base, and bring it to your enemies base? Give em your flag works with bases like normal Renegade multiplayer, so you can blow up buildings and destroy the base. But the game is only won if you bring your flag a certain amount of times to a pedestal in the middle of your enemies base. An APC rush has never been so important as you rush in front of the base defences, place your APC in front of the pedestal, and defend the flag carrier within as he jumps out and hopes he's not hit as he jumps at the pedestal. SBH's are ofcourse visible when they carry the flag.

Yours sincerely,

Demigan.

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Give 'em your flag:

Instead of the old capture the flag system, why not have a flag in your base, and bring it to your enemies base? Give em your flag works with bases like normal Renegade multiplayer, so you can blow up buildings and destroy the base. But the game is only won if you bring your flag a certain amount of times to a pedestal in the middle of your enemies base. An APC rush has never been so important as you rush in front of the base defences, place your APC in front of the pedestal, and defend the flag carrier within as he jumps out and hopes he's not hit as he jumps at the pedestal. SBH's are ofcourse visible when they carry the flag.

Some good ideas here. But this one that I quoted is actually already a common game type. You see it in games like Halo. It's called "Assault" and instead of carrying a flag to the enemy base, it's a bomb. But that's really the only difference. It makes sense too... I mean, why would you risk your life to put a flag in the enemy's base? Lol.

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Looking at the Hijacker game-mode, I noticed something missing.

GDI has an AI controlling the transport. But how do you deal with Nod stealing the transport?

-If you shoot the transport below 40%, any occupant will automatically kicked out.

GDI can get into the transport and pilot it too. To prevent griefing, if 2 people use a command you can be dissallowed to enter the transport and are kicked out.

-SBH's would have it too easy, run up to the transport and just enter, drive away till it's shot to 40% (while GDI risks shooting it to it's death), then deal with GDI as the transport doesn't move any further untill it's repaired. So instead, you have to keep up with the transport, and it takes a short time for you to open the door of the transport (loading bar). While the bar loads, you need to stay close and aimed at the transport. Making it more important to kill off most of GDI's escort firsts.

-If the transport is occupied by a GDI trooper or a Nod trooper, then you will pull that person out of it. Then you can enter. However, the person who was driving will surely need some shooting first before it's safe to enter. This can be used as a deterrent to SBH's who simply walk up and steal the thing right under the nose of a heavy GDI escort, halting their process as they surely will open fire before he get's too far away.

-The transport does NOT show who's in control. You can check by trying to enter who's in control. So theoretically someone could steal the transport, and wait untill his backup arrives and make off with it, while the team who was escorting it thinks it's trying to get to safety.

Yours sincerely,

Demigan.

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  • 2 weeks later...

Donation:

a game type where both teams have to compete to earn points. You can, at any point during the game, donate points to your team. However, each point you donate to the team, will also take one credit away from the money you have left. If you do not have the money, you cannot donate the points.

The team that wins, is the team that reaches both a minimum amount of points (say 10.000) AND has a certain amount MORE points then their opponent (5000 points more for example). So if team 1 has had donations worth of 12.000, then team 2 needs 17.000 points donated to win.

Where it gets interesting is your expenditure of money. If you donate every point you earn immidiately to your team, then your only income will be from the refinery and harvester. So a careful planning of when to donate will be necessary.

The endscreen will not show the person who earned most points on top, but the one who donated most points, as they have been most beneficial to the team.

Techtree:

Techtree is the same as normal C&C, only with 2 new variants. The first one is simply a lower techtree. Depending on the servers choice, certain weapons and vehicles might not be available during the course of the game.

The second variant is more complex. Each team starts off on the lowest techtree, which is either only with basic infantry, or with the addition of the first vehicle (hummer+buggy) and the first row of infantry available to buy.

The game will progress slower, as more effective troops will be available later on in the game, forcing players to make a different choice then their normal favourite characters, and creating a more fluent game.

Tech could either be aquired by buying it (although it should be expencive, if you can buy it at all) or by gathering special crates on the field. Once every now and then a crate will arrive, either in a vehicle section, or in an infantry section. Picking up the crate will give you a flag, which you will need to carry to the pedestal in your own base. If you succeed, you will go up one techtree, allowing more vehicles and infantry.

Personally I would favour buying the tech by donating it to a teamfund. This way, teamplay will be promoted again, as well as careful choices of where you'll put your money. Going up a tech will leave your team with a load less money, which might be abused by your lower tech opponents who bought equipment that might bring victory to them.

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  • 2 weeks later...

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